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Super Mario Bros. 3 · walkthrough

World 3 — Water Land

Two fortresses, islands, canoe later if you have a Hammer. Wendy on the airship. Previous and next stage links sit under each area.

World 3-1

Overworld / water

Reach the goal card. First water-land numbered stage.

How to progress

  1. Shore and water pipes. Cheep-Cheeps leap. Do not linger in the jump arcs.
  2. Goal card.
  3. Nokonoko / Troopas on land sections.

Hazards that matter

World 3-2

Athletic

Autoscroll or moving water platforms to the goal.

How to progress

  1. Platforms over water. Time jumps; a fall is a life.
  2. Goal card.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 3-3

Water

Swim or run to the goal card.

How to progress

  1. Underwater current and Cheep-Cheeps. Frog Suit from later Toad Houses helps but is not required.
  2. Goal card.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 3-Fortress 1

FortressBoom Boom

Boom Boom. First of two Water Land fortresses.

How to progress

  1. Roto-discs and lava. Boom Boom three stomps.
  2. Clears a lock/bridge toward the middle islands.
  3. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.

Hazards that matter

World 3-4

Island

Reach the goal card on the island chain.

How to progress

  1. Short island hops. Para-Beetles can be stomped and ridden if they appear — optional tech, not required.
  2. Goal card.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 3-5

Water

Reach the goal card.

How to progress

  1. More swimming. Bloobers if present. Surface for air only if the NES layout gives a pocket — NES Mario does not have a swim-meter like later games; just do not touch enemies.
  2. Goal card.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 3-6

Athletic

Reach the goal card.

How to progress

  1. Moving platforms over water. Jump from lift to lift.
  2. Goal card.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 3-7

Island

Reach the goal card.

How to progress

  1. Later island. Jets of water / pipes. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 3-Fortress 2

FortressBoom Boom

Second Boom Boom. Opens the airship approach.

How to progress

  1. Longer fortress. Thwomps / Dry Bones. Three stomps.
  2. Do not confuse this with Fortress 1’s lock; both exist on NES Water Land.
  3. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.

Hazards that matter

World 3-8

Water

Reach the goal card.

How to progress

  1. Late water numbered stage. Currents. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 3-9

Overworld

Reach the goal card before the airship.

How to progress

  1. Last numbered Water Land stage. Goal card.
  2. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
  3. The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.

Hazards that matter

World 3-Airship

AirshipWendy O. Koopa

Stomp Wendy three times and take the wand.

How to progress

  1. Cannons. Wendy rings / magic. Three stomps. King restored.
  2. Music Box can appear as the letter gift — useful against Hammer Bros on later maps, not a required drop to list as guaranteed every run.
  3. After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.

Hazards that matter

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